
I pick it up so infrequently that I practically ever get to use it. It’s so pleasurable that I instantly felt bummed that I didn’t always have it equipped. With the Grappleshot, players can zip across Big Team maps without a vehicle, counter an incoming Warthog by latching onto the driver, or launch themselves into enemies to get a melee kill. The standout tool is the Grappleshot, a grappling hook that’s an absolute blast to fire. Players can pick up multiuse gadgets like Shield Walls, which add an extra layer to battles. While 343’s decision to play it safe is understandable, I can’t help but feel like Infinite lacks any defining characteristics - and the potential is there. Multiplayer’s main problem is a lack of personality. They’re not all winners (guns like the Ravager feel useless), but players have more options than ever, and that can radically change the feel of a match. The Cindershot is a powerful grenade launcher that packs a lot of power, while the Skewer is essentially a harpoon gun that can blast a vehicle to smithereens. But some of the newer guns particularly stand out. Classic Halo weapons, like the assault rifle and pistol, have been fine-tuned here to feel better than ever. The best innovation here is the game’s arsenal of weapons. It’s less about accurately landing headshots and more about using whatever it takes to melt down an opponent’s shield. Matches are fast, but not too fast, and players are rewarded for using every tool at their disposal. The formula works as well as ever here, and there’s little need to tinker with it. Infinite feels like it was plucked out of a box labeled “Halo” - and I don’t mean that in a bad way.

Rather than continue the unpopular experiments of Halo 4 and 5, 343 Industries has stuck to the basics.

After spending dozens of hours partying up with friends, I’ve come to a simple conclusion: Halo Infinite is a great multiplayer game, just not a pivotal one.

Halo Infinite’s multiplayer has already been out in beta for a month, which gives me the rare opportunity to critique a live-service game after actually seeing what it’s week-to-week will look like. Halo is Halo and the formula still works. A lack of signature ideas means it’s unlikely to push the first-person shooter genre forward like its best entries, but it doesn’t need to.

The end result is a reliable return to form that harks back to the glory days of Halo 3. Instead, Infinite plays it safe in multiplayer, while keeping any experimentation contained to the lower-stakes single-player campaign. Gone are the days of 343 experimenting with game-changing tweaks that would polarize longtime Spartans. Halo Infiniteis careful not to disappoint - perhaps too careful.
